The Schwerer is a risk/reward building is it not if you place it outside your base, its a crucial part of okw teching which contains some of their best units which will be lost if destroyed aswell as costing 120 fuel.
Some saying it should be removed or side teched because of fuel income to 100%, well all OKW vehicles received an increase in fuel because of it, it costs 200 fuel for a bloody panther now lol.
Some people saying OKW supposed to be small elite army? well yeah until obers, volks KT etc all got nerfed so no that point aint no longer valid.
And finally, if Schwerer is bad then surley the bofors is worse......costing considerably less fuel, wipes infantry so much more better aswell as being able to brace and fire long distance shots with its ability but na lets nerf Schwerer becuase german OP, allies won ww2 we musszz nerf all axis.
This game aims to balance at least 1v1's i assume and currently win rates of all 3 allied factions are higher than axis in 1v1. NOT saying allies are OP but no need to nerf a crucial play style of OKW.
You forgot to mention it costs 0 pop cap, does not require an engineer unit to construct (kinda of a big deal), offers free bonuses at the cost of the same upgrade to other factions, spots for itself, and even if placed in your base still gets to shoot down Allied planes.
Think about it this way, why don't other factions get a risk/reward tech structure they can place anywhere on the map?
OKW vehicles received a fuel cost increase because they are better than their Wehr counterparts. As a result they cost more.
Schwer maybe a crucial unit right now but I hope upcoming balance changes give OKW ability to play well at lower levels while still allowing it to scale properly at higher game modes. Schwer is a huge offender in this category, scaling incredibly unfairly as the game mode increases. |
Why are you retreating AT partisans?
And if you do, why are you not having them sit in cover, especially late game, and use their cloak to get the drop on more German armored units? You get a map hack.
Don't allow yourself to reinforce them, unless you really, really want a shrek squad. Use them as a one-off. A trade of 240 mp for a tank is always a trade up.
If you let them die near scripts they sometimes drop the shrek and you can start to equip script squads with them. If you are really interested you can burn them to death to try to get them to drop their weapons (flames or molotovs). |
What game modes are you seeing this in? It would help us suggest ideas for ways to counter it.
No matter what you play blobs are gonna exist, but finishing one off can be so satisfying. |
Hunting down Calloipes? How do you maintain field presence when you send your only AT unit off on a wild goose chase? Meanwhile every weapon team you have is getting vaporized.
Assuming they placed a couple of mines or just try to snare you, I don't understand how you can trade effectively. At best you give up a P4 (125F) and kill a Calloipe, in return his cost to unlock Calloipe 0F, to build a tech structure to get it 0F, so the exchange while at first seems fair (125 vs 140), is actually in USF favor. Any other tank and the USF is obviously making an upgrade in cost.
The commander is a straight upgrade to other USF commanders, as stated, it gives you everything USF lacks and packs them together in one place.
Calloipe needs a significant nerf to bring it in line with other rocket arty, especially because of its deep health pool (for rocket arty) and the synergy present within this commander. |
The idea does not do what you think it does, it just punishes players for fielding armies of infantry. Blobbers still gonna blob. |
The 222 used to arrive early to account for the Clown car flame rush. This strategy is more limited now, and has larger trade offs than before. The timing was also meant to give Osteer time to pick off unsupported snipers (before of just as guards arrived) but the 222 seems of little use in this regard because it ends up having to dive every time to kill the snipers and in so doing trades, probably for slightly better than spent, but can be for nothing.
I would like to see the 222 gain some potency, its size decrease (it's huge for no reason), its cost increase, and its role broadened. Making the 2cm on top actually hit infantry would be nice.
Moving to T1 and then unlocking upgrade to autocannon at T2 is interesting. This would give obvious counterplay to T1 play, with fair back and forth (scout car, bren vs. unupgraded 222), but I am concerned both of these vehicles would immediately be destroyed as soon as the upgrade could be bought, with little input from the other player. May be some way to better balance that issue. |
Easily one of most useless commanders. In team games you want powerful force and late game tanks, not cheesy stuff which cant hold front line and would be rolled over by okw blobs.
Sure there is a maps where you can do damage with partisans, but that damage would be neglected in five minutes and your army composition would become terrible handicap in ten, so partisans is useless unless you trolling 1000 rank scrubs.
I actually disagree. Had very good use of Partisans win against me yesterday (to be fair, I was in 4v4 searching alone). But, their use was spectacular.
Using them only when a tank is injured and limping away, and mid combat. Then drop the smg Partisans nearby to hold off the pioneers and MT to make sure you get the tank. Expensive but wiping the tank is really important. MT helps you assist your team in the late game, and you should be wiping support teams all early game.
I do dislike them because of their cheesiness, but the commander is not useless.
Beyond all the hyperbole in this thread, Partisans can be used well but it takes a real skill to do it. Over powered? No. Stupidly annoying and in line with scout car snipers? Yes. |
Also does not highlight on game map, only in tactical map where it will land.
Ability also calls down smoke on friendly injured tanks in area, meaning when you pop it you get to kill an enemy tank and save your own.
So obviously overperforming. |
you mean like the last patch in december? were people were crying about okw also less than 24h into the patch? 3 days later the forum was freaking FILLED with "OPkw" threads? with you joining in? and now, even disregarding the patch from yesterday, the only faction that OKW is ahead of in 1v1 winrate is Ost.
yes, you are right, this forum TRULY is amazing... all of the time :-)
You mean the patch that was released for preliminary testing where OKW was found to be wildly over-performing, but was then released in spite of that, and had to be patched within a few days to prevent player base from quitting?
Yes people did complain about that immediately because they had already played it for at least a few days and often for more than 1 week. |
just an opinion mate, but if i plant a mine and my enemy step on it with a tank, it has to be a dead tank just because he run over the mine???? if you have there just a pionner squad, usf crew won´t be able to fast repair the tank as usf crew receives more damage while repairing.....and you only need you to kill two models of the USF crew and then stole the tank....
if you plant mines in spots really far of your front line or your units...then the tank will scape with or without fast repair anyway...
just asking, not complaining or refuting your arguments....
is it not fair for you than USF has better repair capabilities while osther or OKW has better AT options and better armor???? if USF lost fast repair, why don´t ask to the pak to lose their TWP or armor osther losing his smoke and blitz as SU don´t have smoke in their tanks??? and maybe USF should lose raks, because osther don´t have them, and osther should have to go to their base to order a LMG for their greens because other factions has to go back to base to pick weapons????
why don´t give to USF a repair bunker as OKW has when teching???? or why we don´t give OST a squad like usf gets when teching????
is this really a balance problem????
If a player runs over a mine it should be punishing, against USF it is not very punishing right now.
Indeed you need only kill two models, but often mines are planted on flanks to protect vulnerable weapon teams, often without a weapon team directly looking at the mine (that's the point of the mine). I would rather see the crews receive a higher repair speed and the loss of repair critical. This makes it more consistent across factions, but retains USF differences.
Also I have asked that Pak40 loses TWP, I do want Ost smoke to change (though I doubt it will now), and weapon racks are a bit beside the point but I have suggested American should be able to purchase weapons on squads.
I am not trying to make the factions the same, only that powerful tools used well retain power against all factions. USF should be required to use sweepers like everybody else. |